class TG_PlayerPawn extends TG_BasePawn;
//var() const Name SwordHandSocketName;
var AnimNodePlayCustomAnim SwingAnim;


simulated event PostInitAnimTree(SkeletalMeshComponent SkelComp)
{
    super.PostInitAnimTree(SkelComp);

    if (SkelComp == Mesh)
    {
        SwingAnim = AnimNodePlayCustomAnim(SkelComp.FindAnimNode('SwingCustomAnim'));
    }
}

DefaultProperties
{
	SwingAnimNode=SwingCustomAnim
}